… | |
… | |
69 | { |
69 | { |
70 | } |
70 | } |
71 | |
71 | |
72 | void material::enable (view &ctx) |
72 | void material::enable (view &ctx) |
73 | { |
73 | { |
74 | pass::matmap_t &matmap = ctx.pass_data->matmap; |
74 | pass_data::matmap_t &matmap = ctx.pass->matmap; |
75 | |
75 | |
76 | pass::matmap_t::iterator i = matmap.find (this); |
76 | pass_data::matmap_t::iterator i = matmap.find (this); |
77 | |
77 | |
78 | if (i == matmap.end ()) |
78 | if (i == matmap.end ()) |
79 | { |
79 | { |
80 | string vsh_src, fsh_src; |
80 | string vsh_src, fsh_src; |
81 | |
81 | |
82 | shader::shader_builder::start (); |
82 | shader::shader_builder::start (); |
83 | |
83 | |
84 | if (ctx.pass_data->l) |
84 | if (ctx.pass->l) |
85 | ctx.pass_data->l->vsh (); |
85 | ctx.pass->l->vsh (); |
86 | |
86 | |
87 | vsh (ctx); |
87 | vsh (ctx); |
88 | |
88 | |
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89 | // compute logarithmic depth - see the frustum matrix in view.C |
89 | { |
90 | { |
90 | using namespace shader::compile; |
91 | using namespace shader::compile; |
91 | |
92 | |
92 | z (vout.position) = (log2 (z (vout.position) + 1.F) * 1.82F - 1); |
93 | temp_1f lz; |
93 | //z (vout.position) = z (vout.position) - 1; |
94 | |
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95 | // TODO: negative z is not calculated in an acceptable way, clipping does horrible things(?) |
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96 | lz = z (vout.position); |
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97 | z (vout.position) = clamp ( |
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98 | ifelse (lz <= 0, |
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99 | lz, |
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100 | log (lz + 1) * (2 / log (1e10)) |
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101 | ) - 1, |
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102 | -1.F, +1.F |
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103 | ) * w (vout.position); |
94 | } |
104 | } |
95 | |
105 | |
96 | vsh_src = shader::shader_builder::stop (); |
106 | vsh_src = shader::shader_builder::stop (); |
97 | |
107 | |
98 | shader::shader_builder::start (); |
108 | shader::shader_builder::start (); |
99 | |
109 | |
100 | if (ctx.pass_data->l) |
110 | if (ctx.pass->l) |
101 | { |
111 | { |
102 | ctx.pass_data->l->fsh (); |
112 | ctx.pass->l->fsh (); |
103 | |
113 | |
104 | fsh (ctx); |
114 | fsh (ctx); |
105 | } |
115 | } |
106 | else |
116 | else |
107 | shader::compile::fout.frag_color = shader::compile::float4 (1., 0., 1., 1.); |
117 | shader::compile::fout.frag_color = shader::compile::float4 (1., 0., 1., 1.); |
108 | |
118 | |
109 | fsh_src = shader::shader_builder::stop (); |
119 | fsh_src = shader::shader_builder::stop (); |
110 | |
120 | |
111 | shader::program_object po = shader::get_program (vsh_src, fsh_src); |
121 | shader::program_object po = shader::get_program (vsh_src, fsh_src); |
112 | matmap.insert (pass::matmap_t::value_type (this, po)); |
122 | matmap.insert (pass_data::matmap_t::value_type (this, po)); |
113 | |
123 | |
114 | po->enable (); |
124 | po->enable (); |
115 | } |
125 | } |
116 | else |
126 | else |
117 | i->second->enable (); |
127 | i->second->enable (); |
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128 | |
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129 | if (ctx.pass->l) |
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130 | ctx.pass->l->enable (); |
118 | } |
131 | } |
119 | |
132 | |
120 | void material::disable (view &ctx) |
133 | void material::disable (view &ctx) |
121 | { |
134 | { |
122 | } |
135 | } |
… | |
… | |
135 | { |
148 | { |
136 | using namespace shader::compile; |
149 | using namespace shader::compile; |
137 | |
150 | |
138 | std_vsh (); |
151 | std_vsh (); |
139 | |
152 | |
140 | if (ctx.pass_data->l) |
153 | if (ctx.pass->l) |
141 | { |
154 | { |
142 | texcoord = xy (vin.tex_coord[0]); |
155 | texcoord = xy (vin.tex_coord[0]); |
143 | normal = normal_matrix * vin.normal; |
156 | normal = normal_matrix * vin.normal; |
144 | } |
157 | } |
145 | } |
158 | } |
146 | |
159 | |
147 | void test_material::fsh (view &ctx) |
160 | void test_material::fsh (view &ctx) |
148 | { |
161 | { |
149 | using namespace shader::compile; |
162 | using namespace shader::compile; |
150 | |
163 | |
151 | if (ctx.pass_data->l) |
164 | if (ctx.pass->l) |
152 | { |
165 | { |
153 | temp_3f lc; |
166 | temp_3f lc; |
154 | temp_1f fac; |
167 | temp_1f fac; |
155 | |
168 | |
156 | temp_3f rot1, rot2, rot3; |
169 | temp_3f rot1, rot2, rot3; |
… | |
… | |
162 | rot2 = float3 (x(rot1), z(rot1), -y(rot1)); |
175 | rot2 = float3 (x(rot1), z(rot1), -y(rot1)); |
163 | rot3 = float3 (y(rot1), -x(rot1), z(rot1)); |
176 | rot3 = float3 (y(rot1), -x(rot1), z(rot1)); |
164 | |
177 | |
165 | normal = mat3 (rot1, rot2, rot3) * normal; |
178 | normal = mat3 (rot1, rot2, rot3) * normal; |
166 | |
179 | |
167 | fac = dot (normalize (normal), normalize (ctx.pass_data->l->sh_lightvec)); |
180 | fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); |
168 | fac = max (pow (max (fac, 0.0), 6), 0.3); |
181 | fac = max (pow (max (fac, 0.0), 6), 0.3); |
169 | xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac |
182 | xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac |
170 | * ctx.pass_data->l->sh_colour; |
183 | * ctx.pass->l->sh_colour; |
171 | //xyz (fout.frag_color) = lc * fac; |
184 | //xyz (fout.frag_color) = lc * fac; |
172 | } |
185 | } |
173 | } |
186 | } |
174 | |
187 | |
175 | void test_material::enable (view &ctx) |
188 | void test_material::enable (view &ctx) |